Difference between revisions of "XV Broken/King of Dinosaurs"
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.]] | <section begin="image"/>[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
(*) = EX OK | |||
(!) = MAX OK | |||
(Midair Only) = Can only be done in the air. | |||
'''Throws''' | '''Throws''' | ||
Dyna Bomb - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] | |||
Dyna Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] | |||
'''Command Normals''' | '''Command Normals''' | ||
Rex Head - [[image:fd.gif]] + [[image:a.gif]] | |||
Yucatan Punch - [[image:bk.gif]] + [[image:a.gif]] | |||
'''Special Moves''' | '''Special Moves''' | ||
Zetsumetsu Hurricane - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | |||
Assault Raptor - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | |||
Ankylo Hammer - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*) | |||
:┗Ankylo Hammer (Break) - [[image:a.gif]] + [[image:b.gif]] | |||
Giga Compy - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | |||
Chicxulub Buster - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) | |||
'''Super Special Moves''' | '''Super Special Moves''' | ||
Super Zetsumetsu Hurricane - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) | |||
Dinner of Dinosaur - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) | |||
'''Climax Super Special Moves''' | |||
Spiral Arm Excavation - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]] | |||
==Quick Combo Reference== | ==Quick Combo Reference== | ||
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| '''0 Meter''' | | '''0 Meter''' | ||
| | | | ||
2B > 2A > 63214A<br/> | |||
2C > 4A > 63214A<br/> | |||
(corner) 2C > 4A > 236C(2) > AB, 5D > 4214D <br/> | |||
| | | | ||
( = | ( = 197 dmg<br/> | ||
( = | ( = 271 dmg<br/> | ||
( = 421 dmg<br/> | |||
|- | |||
| '''0.5 Meter''' | |||
| | |||
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D<br/> | |||
| | |||
( = 300 dmg<br/> | |||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
| | | | ||
2B > 2A > 236A(1) > 236236B, 214B<br/> | |||
2C > 4A > 236C(2) > 236236B, 214B<br/> | |||
(corner) 2C > 4A > 236C(2) > AB, 5D > 236236B, 214B<br/> | |||
| | | | ||
( = dmg<br/> | ( = 322 dmg <br/> | ||
( = dmg<br/> | ( = 407 dmg<br/> | ||
( = 503 dmg<br/> | |||
|- | |- | ||
| ''' | | '''1.5 Meter''' | ||
| | | | ||
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D<br/> | |||
| | | | ||
( = | ( = 387 dmg <br/> | ||
|- | |- | ||
|} | |} | ||
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==Gameplay Overview== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. | ||
Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. | |||
Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. | |||
| pros= | | pros= | ||
* | * '''Guard Point Rudo''': Dinosaur has guard points in several attacks, including one of his command grabs. | ||
* | * '''Pinning Predator''': Hard knockdowns are a common occurence for Dino - his go-to specials for punishes leave the opponent unable to tech roll. | ||
* '''Corner Carnivore''': Ankylo Hammer being brakable leads to incredible meterless damage and smothering pressure against a cornered opponent. Its EX version causes a wallbounce, which can facilitate corner carry. | |||
* '''Adept to Poke & Punish''': Thanks to an array of long range, cancellable light normals, Dinosaur can convert any touch into damage or maintain a poking game with relative safety. | |||
| cons= | | cons= | ||
* | * '''Large & Sluggish''': Like some of his ancient subjects, King of Dinosaurs is big and has slow movement speed. This makes him prey to zoners and high-mobility offense. Additionally, his heavy normals are outclassed in speed and range by other comparably-sized members of the cast. | ||
* | * '''Nature Struggles to Find a Way''': Along with his overall slowness, another factor that makes Dino uncomfortable against zoners is a lack of projectile-invincible moves. He has to carefully navigate the opponent's fireballs or bet on a hard read with Assault Raptor. | ||
* '''Clever Optimization Required''': EX Ankylo Hammer has inconsistent rewards based on his proximity to the corner that occasionally demand on-the fly decision making for optimization. | |||
* '''Unconventional Pressure''': Dino has very few plus-on-block attacks and only one whiff cancellable option, so pressure is instead created by setting up spacing traps with his brake specials or directly challenging mashing with a high-commitment guard point move. | |||
* '''No Oki''': Most of Dino's conversions at midscreen and even just random hits from specials give him either little oki or none at all. While this would be bad for any character, this is especially awful on the slowest character in the game. | |||
* '''Horrible Damage on Light Confirms''': Dino's combos scale ''hard''. Many of Dino's 0.5 bar confirms from light attacks deal similar damage to meterless combos from much of the cast. This means Dino will often have to get far more neutral wins and openings than other characters to win. | |||
}} | }} | ||
==Normals== | ==Normals== | ||
===Far Standing Normals=== | ===Far Standing Normals=== | ||
=== | ====Far A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fa | |moveId=kod_fa | ||
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}} | }} | ||
=== | ====Far B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fb | |moveId=kod_fb | ||
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}} | }} | ||
=== | ====Far C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fc | |moveId=kod_fc | ||
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}} | }} | ||
=== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_fd | |moveId=kod_fd | ||
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===Crouch Normals=== | ===Crouch Normals=== | ||
=== | ====Crouch A==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2a | |moveId=kod_2a | ||
Line 129: | Line 179: | ||
}} | }} | ||
=== | ====Crouch B==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2b | |moveId=kod_2b | ||
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}} | }} | ||
=== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2c | |moveId=kod_2c | ||
Line 148: | Line 198: | ||
}} | }} | ||
=== | ====Crouch D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2d | |moveId=kod_2d | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|description2= | |description2= | ||
Very fast, and hits pretty far below, in front, and behind dino. Combos into 2B on hits from pretty high in your jump/hop arc as well, allowing for good confirms. | |||
}} | }} | ||
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* Dino lunges forward with an upward-angled punch. Special cancellable. Very generous guard point during the startup, providing a unique grounded approach against even multi-hitting fireballs and pokes. Unfortunately, this is offset by the punch itself whiffing on all crouchers and -distressingly- even some shorter standing opponents. | * Dino lunges forward with an upward-angled punch. Special cancellable. Very generous guard point during the startup, providing a unique grounded approach against even multi-hitting fireballs and pokes. Unfortunately, this is offset by the punch itself whiffing on all crouchers and -distressingly- even some shorter standing opponents. | ||
* Due to its massive forward range, this move absolutely shines in combos when used after starters that force stand (no height requirement here!), giving Dino access to great damage and corner carry options. Just be sure to confirm the hit before it, as 4A will still whiff against crouch blocking opponents. Given the immense guard point window, it can be used as a frame trap, but typically 2C is the better option here. | * Due to its massive forward range, this move absolutely shines in combos when used after starters that force stand (no height requirement here!), giving Dino access to great damage and corner carry options. Just be sure to confirm the hit before it, as 4A will still whiff against crouch blocking opponents. Given the immense guard point window, it can be used as a frame trap, but typically 2C is the better option here. | ||
* Despite appearances, 4A is a rather inconsistent anti air. The hitbox is narrower than the animation suggests and even jump attacks that trigger the guard point are not guaranteed to be hit in return. That said, hits on airborne opponents can be cancelled into 4214X for a high damage cash out, | * Despite appearances, 4A is a rather inconsistent anti air. The hitbox is narrower than the animation suggests and even jump attacks that trigger the guard point are not guaranteed to be hit in return. That said, hits on airborne opponents can be cancelled into 4214X or max mode for a high damage cash out, 236B/D for oki. Can also juggle into 236C, but can be difficult to hit consistently depending on how the opponent has been hit in the air. | ||
*Anti-air hits into quick max can lead to HUGE damage your opponent will take for hopping, with no counter hit or screen positioning limitations. If your opponent is getting predictable with their approaches, and you're tired of swatting their hops with 5A, this move is a huge cash out from an anti air. | |||
}} | }} | ||
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===Zetsumetsu Hurricane=== | ===Zetsumetsu Hurricane=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=kod_63214a,kod_63214c,kod_63214ac | ||
|name=Zetsumetsu Hurricane | |name=Zetsumetsu Hurricane | ||
|input= | |input=63214A/C/AC | ||
|description3= * Dino's command grab. All versions give hard knockdowns. | |description3= * Dino's command grab. All versions give hard knockdowns. | ||
* '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous. | * '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous. | ||
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|name=Ankylo Hammer (Brake) | |name=Ankylo Hammer (Brake) | ||
|input=236A/C~AB | |input=236A/C~AB | ||
|description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on | |description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner. | ||
* '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C. | * '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C. | ||
}} | }} | ||
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|name=Giga Compy | |name=Giga Compy | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3=* | |description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances. | ||
* | *'''B''' and '''D versions''' of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B. | ||
* | * '''BD version''' Slightly faster than the unmetered versions, and can hit OTG even if one has already been used in a combo. Actually has invincibility to low attacks during the startup, and thus can be used as a pseudo-reversal option. Adds some damage if tacked on after a 236C or 236236B | ||
}} | }} | ||
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|name=Chicxulub Buster | |name=Chicxulub Buster | ||
|input=4214B/D/BD | |input=4214B/D/BD | ||
|description3=* "Anti-air" | |description3=* "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner. | ||
* | * '''B version''' Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino. | ||
* '''D version''' Twice the startup time as the B version, but does have invulnerability. Still difficult to use against all but the most telegraphed of full jumps. Hits in combos in all the places that the B version does, and therefore should always be used for the extra damage. | |||
* '''BD version''' Moderately faster than the D version, and with invul. Unfortunately hitbox issues still make this an inconsistent anti air. Can be used to tack on more damage at the end of a combo, and get a better knockdown than the D version for a midscreen meaty, or a corner safejump. | |||
}} | }} | ||
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|name=Super Zetsumetsu Hurricane | |name=Super Zetsumetsu Hurricane | ||
|input=6321463214A/C/AC | |input=6321463214A/C/AC | ||
|description2=* | |description2=* Command grab super with a very satisfying cinematic. Can be cancelled into. | ||
* AC version | * '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown. | ||
* '''AC version''' 1 frame command grab with large range. Outside of immediate throw range, Dino dashes a little further than the one bar version, but in general you really don't want to spend two bars to see this animation. | |||
}} | }} | ||
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|name=Dinner of Dinosaur | |name=Dinner of Dinosaur | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|description2=* | |description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch. | ||
* '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax. | |||
}} | }} | ||
==Climax Super Special | |||
=== | ==Climax Super Special Move== | ||
===Spiral Arm Excavation=== | |||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=kod_2141236cd | |moveId=kod_2141236cd | ||
|name= Spiral Arm Excavation | |||
|input=2141236CD | |input=2141236CD | ||
|description=* | |description=* Fully invulnerable startup. | ||
*Same animation as 214X and can be used in all OTG instances where 214BD works. Importantly, does not result in a side switch. | |||
*Final hit looks like a heavy metal album cover. | |||
}} | }} | ||
Revision as of 08:13, 19 January 2023
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Zetsumetsu Hurricane - + / (*)
Super Special Moves
Super Zetsumetsu Hurricane - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2A > 63214A |
( = 197 dmg |
0.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D |
( = 300 dmg |
1 Meter |
2B > 2A > 236A(1) > 236236B, 214B |
( = 322 dmg |
1.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D |
( = 387 dmg |
Gameplay Overview
Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Dyna Bomb
Dyna Bomb
(close) 4/6C
(close) 4/6C |
---|
Dyna Buster
Dyna Buster
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Rex Head
Rex Head
6A
6A |
---|
Yucatan Punch
Yucatan Punch
4A
4A |
---|
Special Moves
Zetsumetsu Hurricane
Zetsumetsu Hurricane
63214A/C/AC
63214A/C/AC |
---|
Assault Raptor
Assault Raptor
236B/D/BD
236B/D/BD |
---|
Ankylo Hammer
Ankylo Hammer
236A/C/AC
236A/C/AC |
---|
Ankylo Hammer (Brake)
236A/C~AB
236A/C~AB |
---|
Giga Compy
Giga Compy
214B/D/BD
214B/D/BD |
---|
Chicxulub Buster
Chicxulub Buster
4214B/D/BD
4214B/D/BD |
---|
Super Special Moves
Super Zetsumetsu Hurricane
Super Zetsumetsu Hurricane
6321463214A/C/AC
6321463214A/C/AC |
---|
Dinner of Dinosaur
Dinner of Dinosaur
236236B/D/BD
236236B/D/BD |
---|
Climax Super Special Move
Spiral Arm Excavation
Spiral Arm Excavation
2141236CD
2141236CD |
---|